Really i am sad about that answer about you guys not wanting to make a server i would have thought you guys would want your mod to be the greates transport mod ever and have the ability in real time to talk to those who are on the server about improvements and such but i guess its my loss i guess in about 10 years things might change anyways good luck with the mod hope it reaches your expectations i just wished it would reach all of us who are trying to support it and give ideas but i guess some arent worth your guyses time good luck still a good mod in my book
The main post, has a screenshot of most of the mod's stuff, there are also some pictures on the wiki, which is also linked on the first post.
Yeah... had to look the Wiki..
I don't know, I just like why the modder explain the mod in a few words in the description..
Thanks for the clarification.
Rollback Post to RevisionRollBack
VoxelMap, the best map mod! Link Removed
Colored Lights for Minecraft! Link Removed Ever wanted to be a blacksmith?
Really i am sad about that answer about you guys not wanting to make a server i would have thought you guys would want your mod to be the greates transport mod ever and have the ability in real time to talk to those who are on the server about improvements and such but i guess its my loss i guess in about 10 years things might change anyways good luck with the mod hope it reaches your expectations i just wished it would reach all of us who are trying to support it and give ideas but i guess some arent worth your guyses time good luck still a good mod in my book
Dude, Michiyo and AfterlifeLochie are putting huge amounts of work into this mod making it do things minecraft was never ever remotely designed to do, and most of it is working. (And let's not overlook DrakeBD's texturing work.)
You're getting bent out of shape because they don't have the time and effort to spare to run a public server as well...? I believe the phrase "sense of entitlement" comes into play here. Keep a little perspective, huh?
Yeah, tbh if mod devs were hanging on a server and live talking to players all the time, no mod dev work would ever happen. I'd much rather they just stick to doing what they do now.
well sorry for pitching an idea out there and i never said anything bad about the mod i said still a good mod in my book and i never said always them being live chatting i said they could not that they will always but like i said sorry for pitching an idea that good put the mod out there even further then it is and hey never know might gets some more people who are also programers and stuff jumping in to do more work faster or come up with more ideas and i wasnt getting bent out of shape just expressing my thoughts i apoligize if it came off that way
The Meaning of Life, the Universe, and Everything.
Join Date:
1/19/2014
Posts:
132
Member Details
As I understand it, irises are planned - if I had to guess, I'd say they'll be available when the 2.0 rewrite is released (there is no release date as of this post).
As for questions about ccDialer or other ccDHD programs, please post those in the ccDHD thread on the ComputerCraft forums. I'm not sure what could be causing lag for you, but I haven't been able to duplicate the problem. If you continue to have problems, please post in the ccDHD thread and I'll do my best to help resolve the problem.
I have no idea if MichiyoRavencroft or AfterlifeLochie plan on including some kind of dialing computer with 2.0 - they'll have to answer that.
ok reinstalled computercraft and reset the server world and now works perfectly (edited the ccDHD to auto boot the gate computer (least its supposed to)
what do people find best for there makeshift iris's im using tinkers mechworks drawbridges and basically make a cage from iron bars but its only really a way to slow unwanted visiters as they still remain there when the gates deactivate so makes your gate usless but it is still very cool how it all works. LanteaCraft is deffinatly one of my favourite mods and looking forward to future releases
Well, if you have the Modular Force Field system mod, I use that to lock them in. It's a little difficult to setup but you can set it to instant kill when they get inside the field. Now, how you would disable it so you can get out, I don't know. I think there is a thing in the mod so that you can set it to open if it detects you.
I'm getting a strange error in my server console... a lot....
EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499 (pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499) is still conflicting with pcl.lc.module.stargate.tile.TileStargateDHD@37b43ddc using the same position (overlapping), aborting
I'm getting a strange error in my server console... a lot.... EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499 (pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499) is still conflicting with pcl.lc.module.stargate.tile.TileStargateDHD@37b43ddc using the same position (overlapping), aborting Any idea what it is?
No, but it's been around for quite a while. It frequently seems to be associated with the gate ring apparently-spontaneously reverting to a 7x7 hollow square.
One piece of advice to help avoid it: Make sure no part of the gate, including the DHD, crosses (or preferably even touches) a chunk boundary. (I.E. as well as the gate ring itself being entirely within one chunk, make sure the DHD is in the same chunk as the gate.)
Hi all. LanteaCraft build 70 is out for Minecraft 1.7.10. It fixes some rendering and other crashes and a dupe bug - you should update if you can. As usual, you can download these builds from the CDN, or from CurseForge. Please report any issues or problems you find (with crash reports please!) at our issue tracker.
You can get announcements about intermediate builds and other cool stuff I'm working on at the LanteaCraft Twitter, too.
Hi all. LanteaCraft build 70 is out for Minecraft 1.7.10. It fixes some rendering and other crashes and a dupe bug - you should update if you can. As usual, you can download these builds from the CDN, or from CurseForge. Please report any issues or problems you find (with crash reports please!) at our issue tracker.
You can get announcements about intermediate builds and other cool stuff I'm working on at the LanteaCraft Twitter, too.
To those who've said that to avoid a gate turning back into blocks just build it all inside one chunk (gate and DHD), I usually do this per good practice but that still does occur even if it's within it's own chunk.
To those who've said that to avoid a gate turning back into blocks just build it all inside one chunk (gate and DHD), I usually do this per good practice but that still does occur even if it's within it's own chunk.
It does indeed, but much less frequently, it seems.
I have a question is there a chance we can get HD textures for computers done in the style of SGC and Atlantis? I like using open computers and CC but they don't fit in with the nice textures of the lanteacraft mod.
Gates 1 and 3 can reliably dial gate 2, but not each other. Gate 2 can sometimes dial gate 1, but can never dial gate 3. The only clue from the console is the previously reported "EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateBase@1405c93e (pcl.lc.module.stargate.tile.TileStargateBase@1405c93e) is still conflicting with pcl.lc.module.stargate.tile.TileStargateBase@6c66162b using the same position (overlapping), aborting" warning, which I am still seeing.
Any suggestions or debugging tips? Or should I just consider LanteaCraft to be unstable for now pending completion of the ongoing rewrite?
I have a question is there a chance we can get HD textures for computers done in the style of SGC and Atlantis? I like using open computers and CC but they don't fit in with the nice textures of the lanteacraft mod.
These will likely come in a 2.0 rewrite. I don't like the way we have to add an extra block to support ComputerCraft, so I'm looking at adding some hackery to avoid having to do it.
Gates 1 and 3 can reliably dial gate 2, but not each other. Gate 2 can sometimes dial gate 1, but can never dial gate 3. The only clue from the console is the previously reported "EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateBase@1405c93e (pcl.lc.module.stargate.tile.TileStargateBase@1405c93e) is still conflicting with pcl.lc.module.stargate.tile.TileStargateBase@6c66162b using the same position (overlapping), aborting" warning, which I am still seeing.
Any suggestions or debugging tips? Or should I just consider LanteaCraft to be unstable for now pending completion of the ongoing rewrite?
Can you give me some more information about the location of each gate and what dimension they're in? Sounds like a corner-case bug.
Can you give me some more information about the location of each gate and what dimension they're in? Sounds like a corner-case bug.
All three are in the overworld.
Gate 1 is in a EBXL Green Hills biome at X -2344, Z -4039, Y 80, facing east.
Gate 2 is in a Desert biome at X 52, Z 261, Y 62, facing east.
Gate 3 is in an Extreme Hills biome at X 1064, Z 2405, Y 103, facing west.
None are obstructed; each one is set on/in a stone plinth and has a decorative pillar on each side of the gate. I found I had to put the DHDs very close to the gate in each case. In all cases, the entire ring and the DHD are within the boundaries of a single chunk.
Donate with Patreon:
https://www.patreon.com/Michiyo?ty=h
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292427-lanteacraft
Yeah... had to look the Wiki..
I don't know, I just like why the modder explain the mod in a few words in the description..
Thanks for the clarification.
Colored Lights for Minecraft! Link Removed
Ever wanted to be a blacksmith?
Dude, Michiyo and AfterlifeLochie are putting huge amounts of work into this mod making it do things minecraft was never ever remotely designed to do, and most of it is working. (And let's not overlook DrakeBD's texturing work.)
You're getting bent out of shape because they don't have the time and effort to spare to run a public server as well...? I believe the phrase "sense of entitlement" comes into play here. Keep a little perspective, huh?
As for questions about ccDialer or other ccDHD programs, please post those in the ccDHD thread on the ComputerCraft forums. I'm not sure what could be causing lag for you, but I haven't been able to duplicate the problem. If you continue to have problems, please post in the ccDHD thread and I'll do my best to help resolve the problem.
I have no idea if MichiyoRavencroft or AfterlifeLochie plan on including some kind of dialing computer with 2.0 - they'll have to answer that.
Well, if you have the Modular Force Field system mod, I use that to lock them in. It's a little difficult to setup but you can set it to instant kill when they get inside the field. Now, how you would disable it so you can get out, I don't know. I think there is a thing in the mod so that you can set it to open if it detects you.
Edit: Here is a link to a download http://calclavia.com/mffs/downloads/
If I can get it working again (My save got messed up) I'll try to help
EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499 (pcl.lc.module.stargate.tile.TileStargateDHD@9bfc499) is still conflicting with pcl.lc.module.stargate.tile.TileStargateDHD@37b43ddc using the same position (overlapping), aborting
Any idea what it is?
No, but it's been around for quite a while. It frequently seems to be associated with the gate ring apparently-spontaneously reverting to a 7x7 hollow square.
One piece of advice to help avoid it: Make sure no part of the gate, including the DHD, crosses (or preferably even touches) a chunk boundary. (I.E. as well as the gate ring itself being entirely within one chunk, make sure the DHD is in the same chunk as the gate.)
Hi all. LanteaCraft build 70 is out for Minecraft 1.7.10. It fixes some rendering and other crashes and a dupe bug - you should update if you can. As usual, you can download these builds from the CDN, or from CurseForge. Please report any issues or problems you find (with crash reports please!) at our issue tracker.
You can get announcements about intermediate builds and other cool stuff I'm working on at the LanteaCraft Twitter, too.
Thank you!
To those who've said that to avoid a gate turning back into blocks just build it all inside one chunk (gate and DHD), I usually do this per good practice but that still does occur even if it's within it's own chunk.
It does indeed, but much less frequently, it seems.
does this count for cc DHD's to ?
I have a question is there a chance we can get HD textures for computers done in the style of SGC and Atlantis? I like using open computers and CC but they don't fit in with the nice textures of the lanteacraft mod.
http://loss-management.com/forum.php
Running build 70, and I've got an odd situation.
I have three gates.
Gate 1, address DAD8AGZAA
Gate 2, address AAADAAQAA
Gate 3, address ABBZAD-AA
Gates 1 and 3 can reliably dial gate 2, but not each other. Gate 2 can sometimes dial gate 1, but can never dial gate 3. The only clue from the console is the previously reported "EnergyNet.addTileEntity: pcl.lc.module.stargate.tile.TileStargateBase@1405c93e (pcl.lc.module.stargate.tile.TileStargateBase@1405c93e) is still conflicting with pcl.lc.module.stargate.tile.TileStargateBase@6c66162b using the same position (overlapping), aborting" warning, which I am still seeing.
Any suggestions or debugging tips? Or should I just consider LanteaCraft to be unstable for now pending completion of the ongoing rewrite?
These will likely come in a 2.0 rewrite. I don't like the way we have to add an extra block to support ComputerCraft, so I'm looking at adding some hackery to avoid having to do it.
Can you give me some more information about the location of each gate and what dimension they're in? Sounds like a corner-case bug.
All three are in the overworld.
Gate 1 is in a EBXL Green Hills biome at X -2344, Z -4039, Y 80, facing east.
Gate 2 is in a Desert biome at X 52, Z 261, Y 62, facing east.
Gate 3 is in an Extreme Hills biome at X 1064, Z 2405, Y 103, facing west.
None are obstructed; each one is set on/in a stone plinth and has a decorative pillar on each side of the gate. I found I had to put the DHDs very close to the gate in each case. In all cases, the entire ring and the DHD are within the boundaries of a single chunk.